| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| @builtin(position) sk_FragCoord: vec4<f32>, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct _GlobalUniforms { |
| unknownInput: f32, |
| }; |
| @binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; |
| fn main(coords: vec2<f32>) -> vec4<f32> { |
| { |
| var h4: vec4<f32> = vec4<f32>(_globalUniforms.unknownInput); |
| h4 = vec4<f32>(vec2<f32>(_globalUniforms.unknownInput), 0.0, 1.0); |
| h4 = vec4<f32>(0.0, _globalUniforms.unknownInput, 1.0, 0.0); |
| h4 = vec4<f32>(0.0, _globalUniforms.unknownInput, 0.0, _globalUniforms.unknownInput); |
| return h4; |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |